SWBF Animations Talk and Discussion

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MileHighGuy
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Re: New animations

Post by MileHighGuy »

Which bat do I edit (common.bat?) and what do I change?
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Re: New animations

Post by fasty »

It should be called "Munge.bat" and you can open .bat's in notepad.
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Re: New animations

Post by MileHighGuy »

I don't get what you're saying, what i am doing is munging some animations, then placing the zaabin and zafbin files in the munged folder in Interface_Tool\Custom\Common\munged. what else do I need to do?
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Re: New animations

Post by THEWULFMAN »

are you adding the right lines to your odf?
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bamdur123
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Re: New animations

Post by bamdur123 »

sorry for being generic i had to go when ip osted that. here is what i did

go to your interface tools folder

open common.bat in notepad it shoudl look like this
Hidden/Spoiler:
[code]@del /q _BUILD_PC\Common\munged\*.*
@del /q Custom\Common\munged\*.*

@cd ToolsFL\Bin

modelmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.msh -outputdir ..\..\Custom\Common\munged\ -maxbones 16 -continue -righthanded
texturemunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.tga !*.pic -outputdir ..\..\Custom\Common\munged\ -continue
configmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.fx -outputdir ..\..\Custom\Common\munged\ -continue
odfmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.odf -outputdir ..\..\Custom\Common\munged\ -continue

xcopy /y ..\..\Data\Common\common.req ..\..\_BUILD_PC\Common\munged\
xcopy /y ..\..\Data\Common\munged\*.* ..\..\_BUILD_PC\Common\munged\
xcopy /y ..\..\Custom\Common\munged\*.* ..\..\_BUILD_PC\Common\munged\

levelpack -sourcedir ..\..\_BUILD_PC\Common\munged -platform pc -inputdir ..\..\_BUILD_PC\Common\munged\ -outputdir ..\..\_LVL_PC\Common\ENG\ -inputfile common.req -continue

@move /y modelmunge.log ..\..\_BUILD_PC\Common\
@move /y texturemunge.log ..\..\_BUILD_PC\Common\
@move /y configmunge.log ..\..\_BUILD_PC\Common\
@move /y odfmunge.log ..\..\_BUILD_PC\Common\
@move /y levelpack.log ..\..\_BUILD_PC\Common\
@pause[/code]
remove the line that says
@del /q Custom\Common\munged\*.*

now go to custom/common/munged


your new munged animationsm will go here. they can only be the human animations or ones found in shipped common animations. (im sitll working on getting these into side)
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Re: New animations

Post by giftheck »

bamdur123 wrote:sorry for being generic i had to go when ip osted that. here is what i did

go to your interface tools folder

open common.bat in notepad it shoudl look like this
Hidden/Spoiler:
[code]@del /q _BUILD_PC\Common\munged\*.*
@del /q Custom\Common\munged\*.*

@cd ToolsFL\Bin

modelmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.msh -outputdir ..\..\Custom\Common\munged\ -maxbones 16 -continue -righthanded
texturemunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.tga !*.pic -outputdir ..\..\Custom\Common\munged\ -continue
configmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.fx -outputdir ..\..\Custom\Common\munged\ -continue
odfmunge -sourcedir ..\..\Custom\Common -platform pc -inputfile !*.odf -outputdir ..\..\Custom\Common\munged\ -continue

xcopy /y ..\..\Data\Common\common.req ..\..\_BUILD_PC\Common\munged\
xcopy /y ..\..\Data\Common\munged\*.* ..\..\_BUILD_PC\Common\munged\
xcopy /y ..\..\Custom\Common\munged\*.* ..\..\_BUILD_PC\Common\munged\

levelpack -sourcedir ..\..\_BUILD_PC\Common\munged -platform pc -inputdir ..\..\_BUILD_PC\Common\munged\ -outputdir ..\..\_LVL_PC\Common\ENG\ -inputfile common.req -continue

@move /y modelmunge.log ..\..\_BUILD_PC\Common\
@move /y texturemunge.log ..\..\_BUILD_PC\Common\
@move /y configmunge.log ..\..\_BUILD_PC\Common\
@move /y odfmunge.log ..\..\_BUILD_PC\Common\
@move /y levelpack.log ..\..\_BUILD_PC\Common\
@pause[/code]
remove the line that says
@del /q Custom\Common\munged\*.*

now go to custom/common/munged


your new munged animationsm will go here. they can only be the human animations or ones found in shipped common animations. (im sitll working on getting these into side)
I think i should also state trying to add more animations aside from the stock ones crashes the game.
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bamdur123
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Re: New animations

Post by bamdur123 »

I havent tried that so i wouldnt know but if you made new animations you wouldu preferably put it in side. (somehow)
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Re: SWBF Animations Talk and Discussion

Post by MileHighGuy »

This may be a shot in the dark but have you tried adding a custom common.lvl to
mapname\Data\_LVL_PC\ (from here is where you would make the folders) Common\ENG (or what ever language name) ?
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bamdur123
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Re: SWBF Animations Talk and Discussion

Post by bamdur123 »

I have thought about it but never tried.
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Re: SWBF Animations Talk and Discussion

Post by MileHighGuy »

MileHighGuy wrote:This may be a shot in the dark but have you tried adding a custom common.lvl to
mapname\Data\_LVL_PC\ (from here is where you would make the folders) Common\ENG (or what ever language name) ?
I tried this and it did not work, the anims did not show up. It still does not mean it's impossible though.
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Re: SWBF Animations Talk and Discussion

Post by Herrmann »

Does anybody know how to make and insert an animation into SWBF, similar to the water_splash animation on the Kashyyyk map from SWBF2?
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bamdur123
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Re: SWBF Animations Talk and Discussion

Post by bamdur123 »

I think you mean effects not animation
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Re: SWBF Animations Talk and Discussion

Post by Herrmann »

Err yes sorry that's what I meant.
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Re: SWBF Animations Talk and Discussion

Post by AQT »

Just use the .fx file from the SWBF2 Kashyyyk assets.
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Re: SWBF Animations Talk and Discussion

Post by Herrmann »

I'm sorry again, but I really don't know how to accomplish that, because I don't have the SWBF2 Mod Tools, which means I don't have any asset file either.
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